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Enough smacktalk .... |
23yrold3yrold
Member #1,134
March 2001
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Wheeee! Now when you punch a goblin, you generate Hit Sparks! For those wondering what the heck those are, I accidentally included them in the download (even though they aren't used in the game). See the 6 bitmaps in the Sprites folder named HitSparks*.bmp .... http://www.geocities.com/chrisrbarry/HitSparks.gif Well, that's my particle engine down. Time to finalize that collision reaction, methinks .... Quote: I don't think this jumping is very realistic. For the better, too. Exactly. As long as what I've got works well for the game, realism can kiss my Royal Canadian Arse -- |
DanTheKat
Member #1,990
March 2002
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FPS on this computer (which would be mine...) 99-100, yeah, baby! As for physics, I don't care, as long as I can maneuver easily.
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StevenVI
Member #562
July 2000
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Quote: I don't seem able to use >> with floats (Though almsost completely off topic) Of course you can't! It's a binary thing. Floats are funky 'lil bastards. The number 255, for example, would be represented as 11111111, as an 8-int, but a float would look much different (so different I don't even know how it would be represented -Sven __________________________________________________ |
23yrold3yrold
Member #1,134
March 2001
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Well, it was news to me Anyway, looks like it works reasonably well for everyone. I tried adding 100 of those SFA3 hit sparks to the main object list and it was still playable at 30 fps, so I guess it's going to work out nicely. BTW, if anyone knows a free program I can use to make an 8-bit pallete of my images (per JP's post above) I'd like to hear it. I'm interested in what kind of speed boost I'd be getting ..... -- |
DanTheKat
Member #1,990
March 2002
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Well. You can DL a trial version of PSP (I believe I went past the time limit and still was able to use it, at least with PSP 5). It works fine for converting color modes. But I still think you're gonna have to make a global palette so all the sprites won't be screwed up and stuff when you load them in.
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23yrold3yrold
Member #1,134
March 2001
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I just tried it with a cheap little picture editting proggie that came with my fiance's scanner; it does the job. I'll give JP's suggestion a try this weekend; if I have problems I'll post in the Programming Forum. We'll see ... -- |
spellcaster
Member #1,493
September 2001
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hey, nice demo. -- |
CGamesPlay
Member #2,559
July 2002
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Wow, I am really late on this... I recently took out the 3dfx card in my machine, and I don't know if that affected it, but on my P200, 64MB RAM, LEG (Low-End Graphics) card, your game was reporting 1 to 0 FPS... Would it even run on an 486? Well, not much would nowadays... If Unreal Tournament manages to get above 10 FPS (with a 3dfx card, 640 x 480) and 5 FPS in software rendering mode (320 x 240), why can't your game? As for the other aspects of the game, well, I couldn't really test them... So, speed it up and then lesse how it works. -- Ryan Patterson - <http://cgamesplay.com/> |
23yrold3yrold
Member #1,134
March 2001
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Quote: How did you implement the moving blocks / platforms collision wise? With great difficulty Quote: If Unreal Tournament manages to get above 10 FPS (with a 3dfx card, 640 x 480) and 5 FPS in software rendering mode (320 x 240), why can't your game? I'm not on the UT team, so I couldn't say -- |
CGamesPlay
Member #2,559
July 2002
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So your game runs in 1024 x 768? I would definately add the video options screen before the next release, If you are running at anything higher than 640 x 480. And all I'm saying about the UT remark is Unreal is a 3D game that, even though it was done professionally, has a higher frame rate then your 2D game. -- Ryan Patterson - <http://cgamesplay.com/> |
23yrold3yrold
Member #1,134
March 2001
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Quote: So your game runs in 1024 x 768? (320x240) x (2x2) = (640, 480) -- |
Richard Phipps
Member #1,632
November 2001
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Well, if Chris's demo runs at 640 x 480 in 16 bit and Unreal runs at 320 x 240 in 8 bit then Chris's demo is actually drawing 8 times as much information for each frame. That's a big difference.. I think you'll find Chris that even in 640 x 480, 256 colour graphics will be much faster than 16bit ones. If you don't need the extra colours then use 256.. I do!
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23yrold3yrold
Member #1,134
March 2001
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I tried 8 bit; the fps went from 50 to 60. I wasn't that impressed. It's running fast enough for the time being; like I said, I'll worry about further speed optimizations down the road. And I probably will need the extra colors when it's all said and done. -- |
Richard Phipps
Member #1,632
November 2001
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Just downloaded your game chris.. I'm very impressed! I really like the moving platforms and the running up & down slopes. I got 15fps, with the internet active and other programs open. My PC is only a Pentium II 300mhz pc though.. What game are you going to use this engine for Chris? |
23yrold3yrold
Member #1,134
March 2001
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Quote: Just downloaded your game chris... Just now? You said "well done" earlier .... Quote: What game are you going to use this engine for Chris? I have a very specific project in mind, of my own creation. I might make a Transformers one for the heck of it, but it's not where my mind is right now. -- |
Richard Phipps
Member #1,632
November 2001
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hehe.. I was saying 'well done' earlier for doing some programming! Is it going to be some other platform game based on a cartoon/graphic novel? |
23yrold3yrold
Member #1,134
March 2001
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Quote: hehe.. I was saying 'well done' earlier for doing some programming! Yes, but I'm ALWAYS programming. See my journal below. A<i>nd</i> doe<u>sn</u>'t t<u>h</u><b>e tagger</b> c<u>ou<i>n</u></i>t? Quote: Is it going to be some other platform game based on a cartoon/graphic novel? No; it's an original game of my own creation. Not based on anything. -- |
Richard Phipps
Member #1,632
November 2001
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True.. (bows head in shame..) Sorry!! You've got a good thing going on here Chris. I'm looking forward to seeing the end result. |
23yrold3yrold
Member #1,134
March 2001
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You know it's a good demo when a Depot thread on it hits 68 posts. That's 23 posts 3 times over (counting the first one -- |
Richard Phipps
Member #1,632
November 2001
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Strange.. I couldn't seem to punch a goblin.. never connected. Perhaps I was doing something wrong! |
23yrold3yrold
Member #1,134
March 2001
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Yeah; you're playing the wrong demo -- |
Ultio
Member #1,336
April 2001
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Chris: are you planning on making the moving platforms more realistic, or will they just float like that? Just wondering. In most other games they are attached to something. I can't be the one to judge how "real" something is, but this just came to mind for some reason - I don't know why. Also, are you planning to release the source to the game when you are done, or will it be another one of those closed source projects? --- |
23yrold3yrold
Member #1,134
March 2001
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I just got finished cursing at the single most infuriating bug I've ever had. Have you ever accidentally re-declared a variable in a class derived from a class derived from a class with the exact same variable? Grrrr .... Quote: Chris: are you planning on making the moving platforms more realistic, or will they just float like that? Just wondering. In most other games they are attached to something. I can't be the one to judge how "real" something is, but this just came to mind for some reason - I don't know why. This is trivial. I could make a track on the background tilemap (when it gets one) or have a chain link the platform to the point it's revolving around or whatever. That last one might be a trick, but it's doable, no sweat. Quote: Also, are you planning to release the source to the game when you are done, or will it be another one of those closed source projects? I would like to make this for profit, so I'm undecided on releasing the source. I don't want you stealing my game on me! -- |
Ultio
Member #1,336
April 2001
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Ah. Going to go for profit on this one? So, how do you think you're going to do that once it's done? Going to make it shareware, or... what? Again, just wondering. And as for the source -- it just seems like all of the "better" (for definition of better read: more complete, less-buggy, and just than the rest of the games on allegro.cc I recently found the source code to Abuse. It's cool, although I can't really make most of it out. If you're interested you can find it here. There's actually tons of links. That's just the first one I found. There's lots of different versions of the source, too. But anyways -- always good for learning. --- |
23yrold3yrold
Member #1,134
March 2001
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Quote: So, how do you think you're going to do that once it's done? Going to make it shareware, or... what? Again, just wondering. So am I -- |
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